To Heal or Not to Heal

You could probably do one of three things:

1. Allow non-magical return of hit points, but refer to it as "restoring HP." You lost HP during combat, and your companion's encouragement restores your HP.

2. Have non-magical abilities that grant temporary hit points, representing moral. Close to the same mechanical result as 'healing,' but might avoid some disbelief suspension.

3. Have separate pools of Hit Points (or Vitality Points) and Wound Points.
 

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What if we began with a naturalistic understanding that healing normally does not occur in combat? That out of combat we treat injuries medically and rest and recuperation are needed for common bodily repair?

Once we balance combats and exploring the world along that baseline you could then add back in magic and spells and other means to affect healing without undue expectation that it should be there. Dropping the perception that every combat should have magical healing, going to far as feeling multiple, even routine healings are needed for most participants.

Pricing a healing potion and figuring out how rare it is could be done per campaign then too. A spell that could heal might again be seen as a boon prepared only when one knows they are heading into serious combat rather than as a necessity every moment or even screwing over other players if one doesn't prepare them.
 

You could probably do one of three things:

1. Allow non-magical return of hit points, but refer to it as "restoring HP." You lost HP during combat, and your companion's encouragement restores your HP.

2. Have non-magical abilities that grant temporary hit points, representing moral. Close to the same mechanical result as 'healing,' but might avoid some disbelief suspension.

3. Have separate pools of Hit Points (or Vitality Points) and Wound Points.

The more I think about it the more sense #3 is making. ;)
 

You could probably do one of three things:

1. Allow non-magical return of hit points, but refer to it as "restoring HP." You lost HP during combat, and your companion's encouragement restores your HP.

2. Have non-magical abilities that grant temporary hit points, representing moral. Close to the same mechanical result as 'healing,' but might avoid some disbelief suspension.

3. Have separate pools of Hit Points (or Vitality Points) and Wound Points.


Pretty much what I think.

I prefer 2. Basically martial characters can grant themselves and other THPs which deplete slowly due to their high AC. Divine characters heal HP. And Arcane characters do everything else.

Too bad #3 will never be core ever.
 

I want my 4 (or more) character party with the 4 roles covered, a healer, an arcane caster, a skill monkey/sneak and a brute to dish and take damage.

THAT is D&D to me.
 

Maybe they will let the campaign setting define healing. In one setting, you might have everyone fully healed after every combat. In another you might have to use surges to heal between encounters. In yet another, only an extended rest (or seven) will heal your wounds, and even then, only partially.

Magical healing could be tweaked to taste as well. A cure spell might heal you up fully, heal up a fixed amount (like surge value), a variable amount (dice roll), or some other method I can't think of right now, define by the campaign setting rules. Maybe even, there aren't healing spells you just have to chug potions or suck on healing wands, if that's the environment you want to create.

After all, this is the edition that tries to please everyone right?
 

I want my 4 (or more) character party with the 4 roles covered, a healer, an arcane caster, a skill monkey/sneak and a brute to dish and take damage.

THAT is D&D to me.

And as long as the game has robust support for that style of game, great. But some folks want other options, and it's better for the hobby in general if the game can appeal to a variety of players.

Me, I want a pair of scoundrels -- Fafhrd and the Grey Mouser -- to have a lot of adventures in cities, with only a bit of sorcery and no magical healing available, but plenty of grit and daring-do.

I want a trio of mage-monks with thematically-linked but distinct powers (airbender, waterbender, earthbender) to battle a hostile army.

And I want a (Black) company of soldiers to go on a mercenary campaign without having to rely on gods for support.
 

And as long as the game has robust support for that style of game, great. But some folks want other options, and it's better for the hobby in general if the game can appeal to a variety of players.

Me, I want a pair of scoundrels -- Fafhrd and the Grey Mouser -- to have a lot of adventures in cities, with only a bit of sorcery and no magical healing available, but plenty of grit and daring-do.

I want a trio of mage-monks with thematically-linked but distinct powers (airbender, waterbender, earthbender) to battle a hostile army.

And I want a (Black) company of soldiers to go on a mercenary campaign without having to rely on gods for support.

And how many of the Black Company survived to old age? :)

You can have those, just expect the high mortality.
 

I would be perfectly happy if hit points restored after a short rest. I know that this would annoy the crap out of a lot of people, but, honestly, this is the best solution for me.

Remove in combat healing entirely though. But, if you survive the current combat, your hit points restore to max. Lower the hp threshold for PC's, get rid of surges and you get a nice, simple system that works. Yes, you cannot get long term injuries in this system, but, afaic, that's never happened in D&D anyway - the cleric healed you up, you chugged a few potions, you got hit by the healing stick (depending on edition) and you were good to go.

You could also go the AD&D route of making combat far less lethal so that you don't actually need to be at full hit points every fight. Not my prefered solution since it would be harder to balance that.

I'm a huge fan of Keep it Simple. Why have all these complicated methods for hit point recouping? Is it making the game more interesting by playing the hit point resource management sub game? Not in my opinion. Healing isn't interesting to me. Damage is interesting and exciting. Skip the healing and get back to the damaging. :D
 

I think in almost all respects I agree with RangerWickett here; with the crucial point being separating out "hit points" from wounds. I posted this on a different thread and it encapsulates my thoughts:

Basic Premises

Hit Points
You have hit points that represent everything that hit points are supposed to represent: combat capacity, ability to turn lethal damage, endurance, divine providence, inner strength, luck, faith, the will to go on/motivation and all those other generalities.

Wounds
You have a physical limit for wounds before becoming incapacitated. You have a further limit before dying. Wounds are individually tracked and are rare compared to hit point loss.

Hit Point Loss
Hit points are lost as per usual (and also gained through the various mundane ways that 4e encouraged). Hit points are effectively the capacity to continue in combat.

Gaining Wounds
Wounds are gained if struck with a critical hit or if the character receives hp loss when at 0 hit points; basically when the character is physically or mentally spent. In other words, you are not tracking every single hit; the majority of them are inconsequential hit point loss. A wound is measured in hit points using a scale of 1 hit point represents a wound that takes 1 day to "heal" before it does not affect the character. [A single 7 hp wound would take 7 days to "heal"/not affect the character].

Incapacitated or Dying Limits
If the total number of wounds equals or exceeds a certain number the character is incapacitated; if it equals or exceeds a further limit, the character is dying (in that revivication way Monte was recently talking about). For example a character with limits 10|18 would be incapacitated if taking more than 10hps worth of wounds or be dying if taking 18 points or more. A dying character may be in that dying state for a lengthy period of time before they are actually dead.

Hit Point Restoration
Hit points are easily restored through either rest or possibly within combat. A monk may use their inner strength to restore hps in combat or a priest their faith may bless their allies with divine protection. A fighter may kill the enemy leader motivating their allies (and boosting their hps) or a warlord or paladin may motivate their allies through other means. A rogue may be able to elicit unusual luck in a particular circumstance to gift themselves with a hp boost. The design space for the restoration of hit points is dramatically increased by separating all the things hit points represent from actual physical wounding damage.

Healing Wounds
Wounds on the other hand are healed much more slowly but there should always be effective mundane/non-magical means to deal with wounds. Each wound is healed 1hp per day, however there might be a limit based upon constitution/racial factors as to how many may be healed. For example, a character may have the capacity for 3 wounds a day to be healed. They may have wounds of 2, 2, 3 and 7. However, you heal in order of lowest to highest so only the 2, 2 and 3hp wounds are healed (the 7hp wound stays on 7hp) leaving the character with wounds of 1, 1, 2 and 7. Thus a high hit point wound may not heal as easily as lesser ones.

The typical method of healing wounds should be non-magical using skill in healing. Magical rituals however may provide a more dramatic but costly method of healing wounds. As an option, you can have varying types of wounds that encompass the full range of trauma and the specific effects that go with them: critical hit table etc.

Hit Point and Wound Capacity Growth
As a character gains levels, their hps expand as usual but their capacity for wounds only increases in minor ways. For example, you might have a monk and a wizard of near equal "bulk" and thus their dying limit would be likewise similar: maybe 20 hit points worth of wounds. However, the monk is trained to deal with pain so their incapacitated limit is much closer to this limit than the wizards; maybe 18 hps worth of wounds versus the wizard's 4hps. One whack with a knife and the slipper wearing wizard is incapacitated as they look in horror at their own blood where as the monk or barbarian would ignore such things as "merely a flesh wound". With training, both limits increase very slowly but the incapacitated limit would increase at a greater rate than the dying limit to reflect the capacity to handle wounds without falling in a screaming heap.

Benefits
By separating hit point loss from actual physical damage, you immediately cancel out every disparity caused by combining incapacitating physical damage with hit points. You still get the benefit of how hit points are defined and in fact you can extend and expand upon this so that hit points are more easily restored in combat. Book-keeping levels are lowered as you are not tracking every single hit; just the "critical" ones. Essentially, for the sake of tracking 3 or 4 wounds, you get a whole heap of "benefits". In addition, you can easily incorporate armor as damage reduction (DR) into this model. For some these benefits are significant, for others it is less so but either way, this is the model I would love to play with.

Best Regards
Herremann the Wise
 

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